125,561 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
2 Months Ago
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
2 Months Ago
Skip loading monument prefabs for non-procedural maps
2 Months Ago
Remove another redundant mesh collider on ice sculpture
2 Months Ago
Fixed skin viewer sun orientation
2 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
2 Months Ago
Fix issues canceling loading into servers Fix scene lists duplicate entries in AssetSceneManifest at runtime Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
2 Months Ago
Made sails easier to interact with.
2 Months Ago
Removed TSSAA post effect from the skin viewer, breaks it Fixed nre when opening frog boots
2 Months Ago
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
2 Months Ago
WIP on lighting settings for workshop screenshots
2 Months Ago
Fixed right clicking while dragging a gesture breaking everything
2 Months Ago
Gesture reset button styling
2 Months Ago
Centered gesture wheel Fix soft mask fading bottom items
2 Months Ago
Fixed gesture menu not showing up + an nre when dragging empty widgets
2 Months Ago
Load skin viewer in a prefab rather than using a scene Removed the sky from the scene, not needed
2 Months Ago
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
2 Months Ago
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Rin
2 Months Ago
Removed duplicate gibbable script
2 Months Ago
Fix more meshes missing R/W
2 Months Ago
Fix scientist shotgun reload sounds
2 Months Ago
Fixed some legacy skins not loading
2 Months Ago
Fix heavies walking into players
2 Months Ago
Consistent drag controls regardless of framerate
2 Months Ago
Fix shotgun location in hand
2 Months Ago
Add support for adding byte[] fields to analytics events - serialized as Base64 string
2 Months Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
2 Months Ago
Fixed store extra items not working for untagged old items
2 Months Ago
Skin viewer: sleeping bag, SAP, revolver and python
2 Months Ago
Minor cleanups from main
2 Months Ago
Fixed gmad/gmpublish looking for steamapi in wrong dirs
2 Months Ago
Removing apparent leftovers of novint stuff in inputsystem More projects build for win64 Moving internal steamapi lib locations on windows to match x86-64
2 Months Ago
Fixed old skins not loading
2 Months Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
2 Months Ago
Ensure hit entity isnt null first
2 Months Ago
Subtract 125654 breaks the whole game
2 Months Ago
merge from /main/nametag_clipping_fix
2 Months Ago
Add a null check to query vis job runner to prevent crashes on disconnect.
2 Months Ago
Add editor preference setting to generate Client and Server project files. Edit -> Preferences -> Facepunch -> Project Generation
2 Months Ago
merge from main
2 Months Ago
Skin viewer: wellipets hat, rocket launchers, bandana
2 Months Ago
tugboat_rug_fix -> main
2 Months Ago
Prevent deploables placed ontop of rugs on tugboats from parenting to the rug. Ensure they parent to the boat instead
2 Months Ago
Fixed bag opening modal nre
2 Months Ago
Skin viewer: Added and tweaked riot helmet, coffee can helmet, miner hat, facemask, metal chestplate, horse and chicken costume
2 Months Ago
Updated blend material on rugs
2 Months Ago
Cleanups from main Fixed Hacked Rollermine not respecting ignore players flag Fixed env_fog_controller.SetColorHDR not working due to extra space char Fixed that one HL2 map having weird fog when coming out of the tunnel Ship Episode 2 override of barricade001a.mdl with fixed physics mesh kickid supports SteamID64 Reduce CEF logging severity to default (from verbose) Minor cleanup Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now Increase physgun_maxrange maximum value to 32k Fixed a crash with CLuaInterface::IsType
2 Months Ago
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2 Months Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
2 Months Ago
Premium modal styling updates